audiocontext.h

来自「Trolltech公司发布的图形界面操作系统。可在qt-embedded-2.3」· C头文件 代码 · 共 116 行

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/************************************************************************ Copyright (C) 2000-2005 Trolltech AS.  All rights reserved.**** This file is part of the Qtopia Environment.** ** This program is free software; you can redistribute it and/or modify it** under the terms of the GNU General Public License as published by the** Free Software Foundation; either version 2 of the License, or (at your** option) any later version.** ** A copy of the GNU GPL license version 2 is included in this package as ** LICENSE.GPL.**** This program is distributed in the hope that it will be useful, but** WITHOUT ANY WARRANTY; without even the implied warranty of** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. ** See the GNU General Public License for more details.**** In addition, as a special exception Trolltech gives permission to link** the code of this program with Qtopia applications copyrighted, developed** and distributed by Trolltech under the terms of the Qtopia Personal Use** License Agreement. You must comply with the GNU General Public License** in all respects for all of the code used other than the applications** licensed under the Qtopia Personal Use License Agreement. If you modify** this file, you may extend this exception to your version of the file,** but you are not obligated to do so. If you do not wish to do so, delete** this exception statement from your version.** ** See http://www.trolltech.com/gpl/ for GPL licensing information.**** Contact info@trolltech.com if any conditions of this licensing are** not clear to you.************************************************************************/#ifndef AUDIO_LOOP_CONTEXT_H#define AUDIO_LOOP_CONTEXT_H#include "audiodevice.h"#include "loopcontextbase.h"#include "mediaplayerstate.h"#include <qtopia/mediaplayerplugininterface.h>#include <pthread.h>#include "mutex.h"class AudioLoopContext : public LoopContextBase {    Q_OBJECTpublic:    AudioLoopContext(AudioDevice *ad, bool t=true, bool r=false, bool f=true, int p=50, int b=4096) :	    LoopContextBase(t,r,f,p) {	AutoLockUnlockMutex lock(&mutex);	audioDevice = ad;	audioBuffer = new char[b];	audioBufferSize = b;    }    ~AudioLoopContext() {	AutoLockUnlockMutex lock(&mutex);	delete []audioBuffer;    }    long timerInterval() {	return (int)(audioBufferSize * 1000.0 / (rate * channels * 2));    }    void stats() {    }    void init() {	qDebug("AudioContext::init()");	qDebug("  audioBufferSize: %i", audioBufferSize);	current = 0;	streamId = 0;	channels = mediaPlayerState->decoder()->audioChannels(streamId);	qDebug("  Stream audio channels: %d", channels); // No tr	size = mediaPlayerState->decoder()->audioSamples(streamId);	if ( size )	    // give it one extra iteration through the	    // audio decoding loop after the expected EOF	    size += 1000;	rate = mediaPlayerState->decoder()->audioFrequency(streamId);	qDebug("  Stream audio frequency: %d", (int)rate); // No tr	static const int bytes_per_sample = 2; //16 bit	audioDevice->open((long)rate, channels, bytes_per_sample, false);	channels = audioDevice->channels();	qDebug("  Audio device channels: %d", channels); // No tr	qDebug("AudioContext::init() finished");    }    bool playMore() {	//qDebug("AudioContext::playMore()");	MediaPlayerDecoder *decoder = 0;	long samplesRead = 0;	decoder = mediaPlayerState->decoder();	if (!decoder)	    return false;	bool readOkay = decoder->audioReadSamples((short*)audioBuffer,		channels, audioBufferSize/(channels * 2), samplesRead, streamId);	if ( readOkay )	    audioDevice->write(audioBuffer, samplesRead * 2 * channels);	current += samplesRead;	// If we open a file and use a good decoder, we will know	// how many samples are in the file and to play,	// however if it is streamed data or the decoder can not	// tell how long the stream is, just keep playing until	// audioReadSamples() returns false	//qDebug("AudioContext::playMore() finished");	return (size > 1000) ? (current <= size) : readOkay;    }private:    AudioDevice *audioDevice;    char *audioBuffer;    int audioBufferSize;    int channels;};#endif // AUDIO_LOOP_CONTEXT_H

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